AI was used for Steam promotional artwork. No AI content is generated during gameplay.
- Creator
- nextgenrungames
- Reviews
- -
- Added
- Oct 1, 2026
Public Steam disclosure research 25,376 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
AI was used for Steam promotional artwork. No AI content is generated during gameplay.
Hardpack Rally is made by solo developer Andre Gomes with assistance from AI tools, including Claude, ChatGPT and Codex. These tools help write game code and scripts that create the cars and scenery. No AI generates content while you play.
Generative AI was used during development to create visual assets, music and sound effects, and in-game text and translations. The game does not generate AI content during gameplay or connect to external AI services.
Pre-generated AI artwork, music and sound effects. No live AI generation during gameplay.
The key art, store capsules and library artwork were created with an AI image generator and reviewed by the developer. In-game pixel art sprites, the bitmap font, sound effects and music are produced by original project code written with AI coding assistance. Store and in-game text were drafted with AI assistance and edited by the developer. The game does not generate any content with AI while running and requires no AI service.
Generative AI tools were used during development to assist with portions of programming and store-page text. All AI-assisted material was reviewed, edited, tested, and integrated by the developer. No generative AI is used during gameplay.
Some of the game's 2D art (characters, enemies, backgrounds and icons) was created with the help of generative AI tools and then edited, cleaned up and reviewed by the developer. Some translations were also made with AI assistance. No AI content is generated while the game is running, and the game does not connect to any AI service.
Pre-generated AI-assisted art and text are used. Tencent Hunyuan 3D helped create initial models and textures; OpenAI image tools helped create UI art and reference images. Assets were edited and optimized for the game. Some fixed UI text, incident captions and translations were drafted with AI assistance. No AI content is generated during gameplay.
This game includes content created with the assistance of generative AI. Specifically, the clock face and background designs available in the in-game shop were created using generative AI image tools, and the localization of the in-game interface text into several additional languages was produced with generative AI. The game's audio and other content were created without generative AI. No generative AI runs while the game is played — all such content is pre-generated and included in the build.
AI tools assisted visual artwork, audio and some text. No live AI generation occurs during gameplay.
Generative AI tools were used during development to help create some of the game's visual assets, including 3D props and environments, as well as localized text and store page descriptions. The main cat character model is a purchased third-party asset. The game does not generate AI content or connect to external AI services during gameplay.
Generative AI tools were used during development to assist with programming and some written/game content. All generated material was reviewed and integrated by the developer. The game does not generate AI content during gameplay.
Generative AI was used during development to create or refine some visual assets and localized text, including character and background artwork, logos, textures, and pre-rendered presentation videos. This content is prepared in advance. The game does not generate AI content during gameplay or connect to an external AI service.
The audio in the game is not produced by machine learning models. The game images are divided into two categories: ① The vast majority are generated programmatically and not by machine learning models; ② The character illustrations are generated by machine learning and then selected, cropped, and post-processed by humans. The game text (environmental narration, entry descriptions, achievement descriptions) is drafted by AI with assistance and then revised by humans before being included; developers conduct fact and expression reviews of all game images and text before release. The game does not have an AI system for real-time generation of content, and player input will not be used for training or content generation.
Music was generated using Suno under the developer’s creative direction. Concept art was created using image generation software.
Music and Localization made by AI
Artificial intelligence tools were used to generate some of the sprites and images used in this game.
BoltFall was developed with the assistance of generative AI tools. The game's music was generated using AI audio tools, and environment art assets were created with the assistance of AI image generation tools. All AI-generated content was reviewed, edited, and curated by the developer before being included in the final game.
Generative AI tools were used during development to assist with game localization and code generation.
The current soundtrack and its album-cover artwork were generated with AI music and image tools and selected by the developer. I am looking to commission original music from human artists; if you make music and would like to hear your tracks in BrickAmp, get in touch at team@brickamp.com. Some level layouts and visual effects were drafted with AI-assisted coding tools and hand-reviewed. All of this content is pre-generated and ships with the game. Nothing is generated live during play, and the game does not connect to any AI service.
This game heavily utilizes AI in all parts of the game but final displayed results were all refined by human.
Shark Bait was made with AI assistance. AI assistants wrote the game's code, including the code that creates its 3D models, sound effects and music, so those were made by AI too. They also helped write the in-game text. The developer directed, played and reviewed all of it.
This game utilizes generative AI in the creation of some images, background music, and sound effects. All such content is reviewed and edited before being incorporated into the game.
Some of the pixel art in this game started from initial references (the first version you can find in newgrounds, was not pixel art) or silhouettes created with generative AI tools. This only is done to: Islands + main menu frog and clouds. Those references were then redrawn and refined by hand, pixel by pixel, into the final art you see in the game. Everything else is handcrafted, including the tiles & obstacles, which were painful to make them connect :( No other player-facing content uses generative AI, and the game does not generate any content with AI while you play.
This game uses generative artificial intelligence to assist in the creation of its original soundtrack. All tracks were composed with AI support, resulting in a music selection inspired by J-Rock, K-Pop, electronic music, and classic football games from the 90s/2000s. The goal was to deliver an energetic, nostalgic, and vibrant atmosphere that perfectly matches the 2.5D pixel art aesthetic of Free Kick. Artificial intelligence was used exclusively as a production tool during development. The soundtrack is not generated in real time and does not dynamically adapt to match conditions — all tracks are fixed, curated, and manually integrated to ensure quality and consistency throughout the experience.
Spudfall's visuals and music are created entirely by the game's own code as you play. There are no image, sprite, or audio files. The developer used an AI assistant to help design and write that code, including the neon visual style and the synthesized soundtrack, and to draft the store page text. Trailers and screenshots show real gameplay. The game does not generate any content with AI while you play.
Generative AI tools were used to create some pre-generated visual assets for the game and its Steam store materials. All outputs were reviewed and edited by the developer. The game does not generate content during gameplay.
3D models generated with AI
We generated some illustrations.
During development we use AI assistance in certain tasks, such as generative fill to extend artist drawn artwork. All major art has been drawn by human artists. The game has optional computer generated voice overs.
HELIOBANE was made with the help of generative AI tools. - Assets: AI was used to generate some of the game's assets, including artwork, voice lines, sound effects, in-game text and translations. Artwork was edited and fitted to the game's 32-colour palette and style before use. - Music: the soundtrack was made with a custom tracker built for agentic work, by an AI trained on a curated collection of public-domain tracker (MOD) music. - Some store page and marketing art is also AI-assisted. Nothing is generated while you play. All content is fixed in the build, and the game does not connect to any AI service.
Some sound effects are generated by AI.
This game uses a mix of human and generative AI tools. AI was used in some visual art assets, code generation, and portions of the store page text. All writing in the game, voice acting, and music are fully human-created.
Void Squadron features artwork developed with generative AI.
Some picture and language localization made by AI
Pre-Generated: the music was generated with AI tools.
Generative AI tools were used as development assistance for portions of the game’s code and player-facing text. All final content was reviewed, edited, integrated, and tested by the developer. The game does not use live-generated AI or connect to any AI service during gameplay.
Generative AI was used to assist with drafting and translating store-page text and localization. No live-generated AI content is used during gameplay.
AI tools assisted with the game's code and some written text during development. All artwork comes from the game's own engine, being web code. The music is composed by Juhani Junkala, and nothing is generated while you play.
Utilisation de l'IA pour générer certaines images, les autres sont issues d'un travail de générateur d'images de paysage développé il y a plus de 10 ans durant mon master didactique en arts numérique, la structure du code est issue d'un ancien projet étudiant
AI was used in the production of code, art, and marketing materials for this game
character design
We combined hands-on development with AI tools to help speed up our workflow, including work on artwork, music, text, and translations. Our team designed and built the game, guided its creative direction, and edited and refined the visuals to match TIP or RIP’s cartoon style.
Current version uses AI generated voices, all other content is human generated including the dialog for the voices.
Some AI assistance with art assets, which are edited later.
Art Resource
Pre-generated AI tools were used during development to create portions of the game's static 2D artwork and music, including some environment and character images, store marketing art, and achievement icons. The outputs were selected, edited, integrated, and reviewed by the developer. No content is generated while the game is running, and the game does not send player prompts or player data to any AI service.
AI was used to help with the development process of the game, and was overseen by developers.
This game was made with the help of generative AI. AI tools were used during development to create visual assets, sound and music, parts of the source code, and the translations of this page and the in-game text. Everything was chosen, edited and assembled by hand before release. Nothing is generated while you play — all content ships with the game.
Serv-Bot's Firewall uses AI tools in its art and media pipeline, always under human direction and review: Sprite art. The game's original hand-authored sprites were upscaled and repainted at native resolution with an image-editing model (Qwen-Image-Edit), then reviewed, corrected and in many cases restored to the originals by hand. Concept art for the six "arsenal" enemy types, the Serv-Bot HUD portraits and the achievement icon motifs were generated with local image models (Z-Image Turbo, Qwen-Image-Edit) from our own designs and reference art, then composited and finished in code. Canon elements such as the Greeb ship in the icons are the game's own sprite art, not generated. Cutscenes. The in-game story videos come from our SIGNAL series. Keyframes were generated with a local image model trained on our own characters, motion with a local video model (Wan 2.2), narration with a text-to-speech model (Kokoro) and music with local music models (ACE-Step, Stable Audio Open). Scripts, story, character designs, editing and direction are ours. Localization. Interface text in 28 languages was machine-translated with an AI model from our English source and has not yet been reviewed by native speakers. Code. Parts of the game's code were written with AI coding assistance, reviewed and tested by the developer. Sound effects are procedurally synthesised, not AI-generated. All AI generation ran on the developer's own hardware; no copyrighted third-party works were used as inputs beyond our own assets and characters.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Line & Lode Store/marketing art | AI was used for Steam promotional artwork. No AI content is generated during gameplay. | nextgenrungames | - | Oct 1, 2026 | |
Hardpack Rally In-game content codeart | Hardpack Rally is made by solo developer Andre Gomes with assistance from AI tools, including Claude, ChatGPT and Codex. These tools help write game code and scripts that create the cars and scenery. No AI generates content while you play. | Andre Gomes | - | Oct 1, 2026 | |
Crown to Callus In-game content artaudiotext | Generative AI was used during development to create visual assets, music and sound effects, and in-game text and translations. The game does not generate AI content during gameplay or connect to external AI services. | Hüseyin Baytar | - | Oct 1, 2026 | |
Stone Age Games In-game content artaudio | Pre-generated AI artwork, music and sound effects. No live AI generation during gameplay. | chi yin so | - | Oct 1, 2026 | |
Cartbonkers In-game content arttextcode | The key art, store capsules and library artwork were created with an AI image generator and reviewed by the developer. In-game pixel art sprites, the bitmap font, sound effects and music are produced by original project code written with AI coding assistance. Store and in-game text were drafted with AI assistance and edited by the developer. The game does not generate any content with AI while running and requires no AI service. | PHABDEV | - | Oct 1, 2026 | |
GeomSurf Store/marketing textcode | Generative AI tools were used during development to assist with portions of programming and store-page text. All AI-assisted material was reviewed, edited, tested, and integrated by the developer. No generative AI is used during gameplay. | Geometry Serf | - | Oct 1, 2026 | |
PoopMan: Sewer Survivor In-game content arttext | Some of the game's 2D art (characters, enemies, backgrounds and icons) was created with the help of generative AI tools and then edited, cleaned up and reviewed by the developer. Some translations were also made with AI assistance. No AI content is generated while the game is running, and the game does not connect to any AI service. | PoopMan Productions | - | Oct 1, 2026 | |
Friendship Boat In-game content arttext | Pre-generated AI-assisted art and text are used. Tencent Hunyuan 3D helped create initial models and textures; OpenAI image tools helped create UI art and reference images. Assets were edited and optimized for the game. Some fixed UI text, incident captions and translations were drafted with AI assistance. No AI content is generated during gameplay. | Kibernet | - | Oct 1, 2026 | |
Waste Your Time In-game content arttext | This game includes content created with the assistance of generative AI. Specifically, the clock face and background designs available in the in-game shop were created using generative AI image tools, and the localization of the in-game interface text into several additional languages was produced with generative AI. The game's audio and other content were created without generative AI. No generative AI runs while the game is played — all such content is pre-generated and included in the build. | XejiksGG | - | Oct 1, 2026 | |
Cowpokers: Dead Man's Frontier In-game content artaudiotext | AI tools assisted visual artwork, audio and some text. No live AI generation occurs during gameplay. | Cowpoke | - | Oct 1, 2026 | |
Meow Game Desert Island Survival In-game content arttext | Generative AI tools were used during development to help create some of the game's visual assets, including 3D props and environments, as well as localized text and store page descriptions. The main cat character model is a purchased third-party asset. The game does not generate AI content or connect to external AI services during gameplay. | Webhack | - | Oct 1, 2026 | |
The Last Theology In-game content codetext | Generative AI tools were used during development to assist with programming and some written/game content. All generated material was reviewed and integrated by the developer. The game does not generate AI content during gameplay. | WastedWaffle | - | Oct 1, 2026 | |
ZombieBusters: Reborn In-game content arttext | Generative AI was used during development to create or refine some visual assets and localized text, including character and background artwork, logos, textures, and pre-rendered presentation videos. This content is prepared in advance. The game does not generate AI content during gameplay or connect to an external AI service. | YOOLKWON LABS | - | Oct 1, 2026 | |
Echo in the Lightless Deep In-game content arttext | The audio in the game is not produced by machine learning models. The game images are divided into two categories: ① The vast majority are generated programmatically and not by machine learning models; ② The character illustrations are generated by machine learning and then selected, cropped, and post-processed by humans. The game text (environmental narration, entry descriptions, achievement descriptions) is drafted by AI with assistance and then revised by humans before being included; developers conduct fact and expression reviews of all game images and text before release. The game does not have an AI system for real-time generation of content, and player input will not be used for training or content generation. | CelestialArk | - | Oct 1, 2026 | |
Terminal Depth In-game content audioart | Music was generated using Suno under the developer’s creative direction.
Concept art was created using image generation software. | Bubfiz | - | Oct 1, 2026 | |
HYPERINFLATION In-game content audiotext | Music and Localization made by AI | Nethound Games | - | Oct 1, 2026 | |
BOZÓ! In-game content art | Artificial intelligence tools were used to generate some of the sprites and images used in this game. | Lililoka | - | Oct 1, 2026 | |
Boltfall In-game content audioart | BoltFall was developed with the assistance of generative AI tools. The game's music was generated using AI audio tools, and environment art assets were created with the assistance of AI image generation tools. All AI-generated content was reviewed, edited, and curated by the developer before being included in the final game. | MayaRealm Studios | - | Oct 1, 2026 | |
Usurper In-game content textcode | Generative AI tools were used during development to assist with game localization and code generation. | IndieRaven | - | Oct 1, 2026 | |
BrickAmp In-game content audioartcode | The current soundtrack and its album-cover artwork were generated with AI music and image tools and selected by the developer. I am looking to commission original music from human artists; if you make music and would like to hear your tracks in BrickAmp, get in touch at team@brickamp.com. Some level layouts and visual effects were drafted with AI-assisted coding tools and hand-reviewed. All of this content is pre-generated and ships with the game. Nothing is generated live during play, and the game does not connect to any AI service. | Anthony Sessa | - | Oct 1, 2026 | |
Sutja In-game content artaudiocodetext | This game heavily utilizes AI in all parts of the game but final displayed results were all refined by human. | BlueBug | - | Oct 1, 2026 | |
Shark Bait In-game content artaudiotextcode | Shark Bait was made with AI assistance. AI assistants wrote the game's code, including the code that creates its 3D models, sound effects and music, so those were made by AI too. They also helped write the in-game text. The developer directed, played and reviewed all of it. | Fire Tornado Studio | - | Oct 1, 2026 | |
アルスマギア In-game content artaudio | This game utilizes generative AI in the creation of some images, background music, and sound effects. All such content is reviewed and edited before being incorporated into the game. | PracticalStudy | - | Oct 1, 2026 | |
Golfever In-game content art | Some of the pixel art in this game started from initial references (the first version you can find in newgrounds, was not pixel art) or silhouettes created with generative AI tools. This only is done to: Islands + main menu frog and clouds.
Those references were then redrawn and refined by hand, pixel by pixel, into the final art you see in the game.
Everything else is handcrafted, including the tiles & obstacles, which were painful to make them connect :(
No other player-facing content uses generative AI, and the game does not generate any content with AI while you play. | xaxi235 | - | Oct 1, 2026 | |
Free Kick In-game content audio | This game uses generative artificial intelligence to assist in the creation of its original soundtrack.
All tracks were composed with AI support, resulting in a music selection inspired by J-Rock, K-Pop, electronic music, and classic football games from the 90s/2000s. The goal was to deliver an energetic, nostalgic, and vibrant atmosphere that perfectly matches the 2.5D pixel art aesthetic of Free Kick.
Artificial intelligence was used exclusively as a production tool during development. The soundtrack is not generated in real time and does not dynamically adapt to match conditions — all tracks are fixed, curated, and manually integrated to ensure quality and consistency throughout the experience. | Mars Vinum Games | - | Oct 1, 2026 | |
SpudFall In-game content artaudiotextcode | Spudfall's visuals and music are created entirely by the game's own code as you play. There are no image, sprite, or audio files. The developer used an AI assistant to help design and write that code, including the neon visual style and the synthesized soundtrack, and to draft the store page text. Trailers and screenshots show real gameplay. The game does not generate any content with AI while you play. | A Beautiful Potato | - | Oct 1, 2026 | |
God of Strafe In-game content art | Generative AI tools were used to create some pre-generated visual assets for the game and its Steam store materials. All outputs were reviewed and edited by the developer. The game does not generate content during gameplay. | Ren You Suo Cao Studio | - | Oct 1, 2026 | |
Deep Cauldron In-game content art | 3D models generated with AI | Demencion Games | - | Oct 1, 2026 | |
Don't Press It Unclear art | We generated some illustrations. | Red Devil Studios | - | Oct 1, 2026 | |
JYSTICE In-game content artaudio | During development we use AI assistance in certain tasks, such as generative fill to extend artist drawn artwork. All major art has been drawn by human artists.
The game has optional computer generated voice overs. | 10tons Ltd | - | Sep 30, 2026 | |
Heliobane In-game content artaudiotext | HELIOBANE was made with the help of generative AI tools.
- Assets: AI was used to generate some of the game's assets, including artwork, voice lines, sound effects, in-game text and translations. Artwork was edited and fitted to the game's 32-colour palette and style before use.
- Music: the soundtrack was made with a custom tracker built for agentic work, by an AI trained on a curated collection of public-domain tracker (MOD) music.
- Some store page and marketing art is also AI-assisted.
Nothing is generated while you play. All content is fixed in the build, and the game does not connect to any AI service. | Gand | - | Sep 30, 2026 | |
Formula Manager In-game content audio | Some sound effects are generated by AI. | Toast & Circuit | - | Sep 30, 2026 | |
Victory's Grave: Death Before Dismount In-game content artcodetext | This game uses a mix of human and generative AI tools. AI was used in some visual art assets, code generation, and portions of the store page text. All writing in the game, voice acting, and music are fully human-created. | Old Glory Studios | - | Sep 30, 2026 | |
Void Squadron In-game content art | Void Squadron features artwork developed with generative AI. | Recoil Mojo | - | Sep 30, 2026 | |
Calorie Pinball In-game content arttext | Some picture and language localization made by AI | HaoHao Games | - | Sep 30, 2026 | |
Dirt Ruckus In-game content audio | Pre-Generated: the music was generated with AI tools. | PapaBazar Games | - | Sep 30, 2026 | |
Zombie Last Stand In-game content textcode | Generative AI tools were used as development assistance for portions of the game’s code and player-facing text. All final content was reviewed, edited, integrated, and tested by the developer. The game does not use live-generated AI or connect to any AI service during gameplay. | under's studious | - | Sep 30, 2026 | |
CORE//PULSE In-game content text | Generative AI was used to assist with drafting and translating store-page text and localization. No live-generated AI content is used during gameplay. | EEE Inc. | - | Sep 30, 2026 | |
PONK Dev only code | AI tools assisted with the game's code and some written text during development. All artwork comes from the game's own engine, being web code. The music is composed by Juhani Junkala, and nothing is generated while you play. | aliyen | - | Sep 30, 2026 | |
Belgo Odyssey In-game content artcode | Utilisation de l'IA pour générer certaines images, les autres sont issues d'un travail de générateur d'images de paysage développé il y a plus de 10 ans durant mon master didactique en arts numérique, la structure du code est issue d'un ancien projet étudiant | Monobloc Team | - | Sep 30, 2026 | |
Driver Survivor Store/marketing artcode | AI was used in the production of code, art, and marketing materials for this game | Obsolete Robot | - | Sep 30, 2026 | |
Necromarch art | character design | MGM LLC | - | Sep 30, 2026 | |
TIP or RIP In-game content artaudiotext | We combined hands-on development with AI tools to help speed up our workflow, including work on artwork, music, text, and translations. Our team designed and built the game, guided its creative direction, and edited and refined the visuals to match TIP or RIP’s cartoon style. | Tiny Pause | - | Sep 30, 2026 | |
Doji Run In-game content audio | Current version uses AI generated voices, all other content is human generated including the dialog for the voices. | RD3 Games | - | Sep 30, 2026 | |
Fusion Cuisine Survivor In-game content art | Some AI assistance with art assets, which are edited later. | We Will Survive | - | Sep 30, 2026 | |
Little Bear`s Honey Shop general | Art Resource | Blueberry Studio | - | Sep 30, 2026 | |
Kark and the Totem Path In-game content artaudio | Pre-generated AI tools were used during development to create portions of the game's static 2D artwork and music, including some environment and character images, store marketing art, and achievement icons. The outputs were selected, edited, integrated, and reviewed by the developer. No content is generated while the game is running, and the game does not send player prompts or player data to any AI service. | Moreman Games | - | Sep 30, 2026 | |
Racket Club Live Dev only | AI was used to help with the development process of the game, and was overseen by developers. | Reaper Studios | - | Sep 30, 2026 | |
Puzzle Together In-game content artaudiocodetext | This game was made with the help of generative AI.
AI tools were used during development to create visual assets, sound and music, parts
of the source code, and the translations of this page and the in-game text. Everything
was chosen, edited and assembled by hand before release.
Nothing is generated while you play — all content ships with the game. | Cozy Tech INC | - | Sep 30, 2026 | |
The Last Byte: Serv-Bots Firewall In-game content arttextaudiocode | Serv-Bot's Firewall uses AI tools in its art and media pipeline, always under human direction and review:
Sprite art. The game's original hand-authored sprites were upscaled and repainted at native resolution with an image-editing model (Qwen-Image-Edit), then reviewed, corrected and in many cases restored to the originals by hand. Concept art for the six "arsenal" enemy types, the Serv-Bot HUD portraits and the achievement icon motifs were generated with local image models (Z-Image Turbo, Qwen-Image-Edit) from our own designs and reference art, then composited and finished in code. Canon elements such as the Greeb ship in the icons are the game's own sprite art, not generated.
Cutscenes. The in-game story videos come from our SIGNAL series. Keyframes were generated with a local image model trained on our own characters, motion with a local video model (Wan 2.2), narration with a text-to-speech model (Kokoro) and music with local music models (ACE-Step, Stable Audio Open). Scripts, story, character designs, editing and direction are ours.
Localization. Interface text in 28 languages was machine-translated with an AI model from our English source and has not yet been reviewed by native speakers.
Code. Parts of the game's code were written with AI coding assistance, reviewed and tested by the developer.
Sound effects are procedurally synthesised, not AI-generated. All AI generation ran on the developer's own hardware; no copyrighted third-party works were used as inputs beyond our own assets and characters. | Lerk Interactive Studio | - | Sep 30, 2026 |